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Meaning of Error Message


dilldappel

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What does it mean this error code?: "error: hook failed name=ProcessCanceled"

 

full log:

Thu, 08 Nov 2018 04:38:32 GMT - info: start mod install id=XP32 Maximum Skeleton Special Extended-1988-4-51
Thu, 08 Nov 2018 04:38:35 GMT - info: using install path fileName=XP32 Maximum Skeleton Special Extended-1988-4-51, id=XP32 Maximum Skeleton Special Extended-1988-4-51, installPath=C:\Users\peter\AppData\Roaming\Vortex\skyrimse\mods\XP32 Maximum Skeleton Special Extended-1988-4-51
Thu, 08 Nov 2018 04:38:41 GMT - info: progress 50
Thu, 08 Nov 2018 04:41:33 GMT - info: progress 100
Thu, 08 Nov 2018 04:41:33 GMT - info: determine mod type gameId=skyrimse
Thu, 08 Nov 2018 04:41:33 GMT - info: determined mod type id=XP32 Maximum Skeleton Special Extended-1988-4-51, modType=
Thu, 08 Nov 2018 04:41:35 GMT - info: finish mod install id=XP32 Maximum Skeleton Special Extended-1988-4-51
Thu, 08 Nov 2018 04:41:35 GMT - info: process dependencies modId=XP32 Maximum Skeleton Special Extended-1988-4-51
Thu, 08 Nov 2018 04:42:02 GMT - error: hook failed name=ProcessCanceled
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Hmm, thanks for reporting. It's not something to worry about though, this situation shouldn't produce an error log. "hook failed" means that starting the game or application was canceled because a pre-start check failed.

ProcessCanceled means that it was a "controlled" interruption, not a bug or anything.

 

Since we only have two pre-start checks atm and only one will use ProcessCanceled I can say that you have unsolved file conflicts and Vortex showed a dialog saying that you need to solve them before starting the game/tool. Because resolving file conflicts is necessary this interrupts the start of the application.

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A File Conflict is when two or more mods load files with exactly the same names and file paths.

 

Vortex needs to know which of these files to load.

 

A plugin conflict is entirely dependant on LOOT rules or rules you set yourself.

 

What kind of additional information do you feel you need?

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For example Loot generate in LOOTDebugLog.txt Strings like this:

[15:35:19.698714] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700|Roboto:400,300,300italic,400italic,500,500italic,700,700italic
[15:35:22.422264] [error]: "Vivid WeathersSE.esp" is incompatible with "ELFX - Weathers.esp", but both files are present.

Also FNIS Output missing. The warnings are importend to know, to fix Animation.

FNIS Behavior V7.4.5   08.11.2018 15:45:18
Generator: C:\Users\peter\AppData\Roaming\Vortex\skyrimse\mods\FNIS Behavior SE 7_4_5-3038-7-4-5\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
>>Warning: Bad installation. Generator not run from <Skyrim_Data>\Tools\GenerateFNIS_for_Users. If you use a mod manager, run FNIS from its list of supported tools.<<
Skyrim SE 64bit: ??.??.?? - C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\ (Steam)
Expected generator path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading FNISBase V7.4.5 ...

All Anim Lists scanned. Generating Behavior Files...
No GENDER directory male
No GENDER directory female
Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0

Creature Pack not installed

 0 animations for 1 mods successfully included (character).
 1 Warning(s).
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The error message regarding FNIS was produced before fnis was configured to be run from the staging folder instead of the game directory, that has absolutely nothing to do with file conflicts.

 

Problematic file conflicts (not all conflicts are problematic) will usually manifest themselves in the game loading the incorrect file (e.g. an outdated esp) - the consequence of which are impossible to predict. The game may crash or certain quests may just not work, maybe your savegame breaks which you only find out after another 50 hours of gameplay.

Vortex can't know which effect an unsolved file conflict may have, there is no log to display.

 

But look at it this way: When you use NMM or manually install mods, if you have a file conflict it (NMM or the file manager) will ask you "do you want to overwrite the existing file" and if you've been modding for a while you have seen that dialog a thousand times. This is the exact same choice. Creating a rule "mod b load after mod a" has the exact same effect as installing mod b after mod a and then clicking "overwrite all" when prompted.

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